Board:

Pathfinder Society Campaign

Topic:

Karakterer


Pierre Husted Sigvardsen

2013-05-30 16:53:02

Her kan vi skrive vores karakterer ind - dels for af DM'erne kan se dem og forberede udfra dem. Men også for at få godkendt nye karakterer.

Pierre Husted Sigvardsen

2013-05-31 08:22:17


Gwendolyne of the Light - LG Female Changeling Oracle of Life 1st - Humanoid (changeling)

Str 15 (7 points)
Dex 12 (2 points)
Con 10 (2 points; -2 racial)
Int 12 (2 points)
Wis 12 (0 points; +2 racial)
Cha 17 (7 points; +2 racial)

COMBAT
HP 9 (8, +0 Con, +1 favored class [1st])
AC 16 (+4 chainshirt, +1 dex, +1 natural)
HUSK:  +1 racial damage in melee
MW Longspear +3 (1d8+4 / x3)
2 * Claws +2 (1d4+3 / x2)
or Dagger +2 (1d4+3 / 19-20 x2)
Ranged: Sling +1 (1d4+2 / x2), Range 50
or Dagger +1 (1d3+2 / 19-20 x2), Range 10

CMB +2 (+0 base-attack, +2 Str)
CMD 13 (10, +1 Dex, +2 Str)

SAVES
Fort 0 (0 base, +0 con)
Ref 1 (0 base, +1 dex)
Will 3 (2 base, +1 wis)

SENSES
Dark-vision 60 feet

LANGUAGES
Common, Halfling (host language), Celestial (from Oracle curse), Giant

SKILLS (4+int pr level)
Diplomacy +7 (+3 Cha, +3 class-skill, +1 rank)
Kn (Religion) +5 (+1 Int, +3 class-skill, +1 rank)
Perception +1 (+1 Wis, +0 rank)
Sense Motive +5 (+1 Wis, +3 class-skill, +1 rank)
Spellcraft +5 (+1 Int, +3 class-skill, +1 rank)
Use Magic Device +8 (+3 Cha, +3 class-skill, +1 rank, +1 trait)
Andre class-skills: Craft, Handle Animal, Kn(History), Kn(Nature), Kn(Planes), Profession, Survival.

RELIGION: Sarenrae - http://pathfinder.wikia.com/wiki/Sarenrae

FEATS
Selective Channeling (Op til CHA-bonus kan undgå at blive ramt i Channel-området)

TRAITS:
Dangerously Curious - +1 bonus to Use Magic Device, and it becomes a class skill
Magical Knack - +2 caster level to one spellcasting class up to your HD.

RACIAL TRAITS
Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.

EQUIPMENT (150 gp starting gold)
MW Longspear - 305 gp, 9 lbs
Dagger - 2 gp, 1 lbs
Sling - free, no weight
Sling Bullets (10) - 1 sp, 5 lbs
Chainshirt - +4 AC (max dex +4) - 100 gp, 25 lbs

Backpack - 2 gp, 1 lbs
Rope, silk, 50 ft - 10 gp, 5 lbs


Scroll of "[url=http://paizo.com/pathfinderRPG/prd/spells/endureElements.html#_endure-elements]Endure Elements[/url]" - Duration: 24 h - Cost: 25 gp
Scroll of "[url=http://paizo.com/pathfinderRPG/prd/spells/divineFavor.html#_divine-favor]Divine Favor[/url]" - Duration: 1 minute - Cost: 25 gp
Scroll of "[url=http://paizo.com/pathfinderRPG/prd/spells/hideFromUndead.html#_hide-from-undead]Hide from Undead[/url]" - Duration: 10 minutes - Cost 25 gp
Scroll of "[url=http://paizo.com/pathfinderRPG/prd/spells/magicStone.html#_magic-stone]Magic Stone[/url]" - Duration: 30 minutes - Cost: 25 gp
Scroll of "[url=http://paizo.com/pathfinderRPG/prd/spells/summonMonster.html#_summon-monster-i]Summon Monster I[/url]" - Duration: 1 round - Cost: 25 gp

Money: 20 gp  14 sp
Total equipment-weight: 46 lbs

CARRYING CAPACITY
Light: 66 lbs, Medium: 133 lbs, Heavy: 200 lbs
 
Age: 17 years
Weight: 115 lbs (52 kg)
Height: 4 ft 8 inches (142 cm)

FAVORED CLASS OPTION
1st: Oracle, +1 HP


ORACLE CLASS
Curse: Tongues (Can only speak and understand Celestial when in combat or other stressed)
Mystery: Life  (Handle Animal, Kn(Nature & Survival as class-skills)
Revelation (1st): Channel  (Burst affects all creatures of one type (undead or living) in a 30-foot burst. Damage: 1d6. Save for half: Will 13.
Can choose to include self or not. Can choose CHA-bonus more creatures to not affect (FEAT).)

CONCENTRATION: +4 (casterlevel + CHA-mod)

SPELLS
0th level (4 known)
Detect Magic
Create Water
Read Magic
Guidance: +1 on one attack roll, saving throw, or skill check.

1st level (4 known, 3+1 per day)
Cure Light Wounds (bonus) (Touch)
Commando (Close range) - One subject obeys selected command for 1 round.
Bless (50 ft burst) - Allies gain +1 on attack rolls and saves against fear.

Close range: 25 ft. + 5 ft./2 levels  


PATHFINDER SOCIETY
Faction: The Silver Crusade


BAGGRUND

Kendt af alle:
Opvokset i Ansalom. ???
Meget nysgerrig - både efter viden og magi.

Kendt af mange:
Har ikke altid være Oracle. Fik "kaldet" og begyndte at kunne noget magi for et par år siden, og sluttede sig så til Pathfinder Society


Ikke kendt af alle:
Blev efterladt på dørtrinet som spæd. Hos en halfling-familie i Coins i Absalom.

 

ØNSKER

- Wand of Cure Light Wounds
- Ring of Protection
- Cloak of Resistance
- Handy Haversack
- Belt of Strength
- Circlet of Persuation
- Xx o Charisma
- Boots of Striding and Jumping / Speed



FREMTID

Et par levels Paladin for at få Devine Grace (Cha til saves), og bedre våben.
(Casterlevel forbliver oppe - de første 2 levels p.g.a. trait.)

Ranks i de sidste KN class-skills. I hvert fald Nature og Planes.
Ranks i Use Magic Device.
Ranks i Perception.

Mother's Gift feat (changeling feat)

Lære STABILIZE, når den har længere range end CHANNEL (3rd eller 5th).

Feats: Skill Focus (Diplomacy, UMD)

Muligt feat: Improved Natural Attack (kræver +4 BAB)

Peter Peter

2013-06-01 01:08:29

Faleugalian "fell" - CG Male Elven Rogue 1st


Str 13 (3 points)
Dex 16 (5 points; +2 racial)
Con 10 (2 points; -2 racial)
Int 16 (5 points; +2 racial)
Wis 10 (0 points)
Cha 14 (5 points)

COMBAT
HP 8
AC 17 (+4 chainshirt, +3 dex)
Dagger +1 (1d4+2 / 19-20 x2)
or Dagger +3 (1d4+2 / 19-20 x2), Range 10

CMB +1 (+0 base-attack, +1 Str)
CMD 14 (10, +3 Dex, +1 Str)

SAVES
Fort 0 (0 base, +0 con)
Ref 5 (2 base, +3 dex)
Will 0 (0 base, +0 wis)


SENSES
low light 60 feet

LANGUAGES
Common, Elven, Dwarven, Osiriant, Undercommen

SKILLS (4+int pr level)
Acrobatics 7
Bluff 6
Diplomacy 6
Disable Device 7
Disguise 6
Escape Artist 7
Kn (Dungeoneering) 7
Kn (local)  7
Perception 6
Sleight of Hand 7
Stealth 7
Use Magic Device 6

RELIGION:

FEATS
2 weapon fighting


TRAITS:
River Rat +1 bonus to damage dealt with a dagger and a +1 bonus to Swim checks. Swim becomes a class skill.
Armor expert


ALTERNATE RACIAL TRAITS
Elven Immunities
Keen Senses
Weapon Familiarity
Low-Light Vision
Envoy :  comprehend languages, detect magic, detect poison, and read magic.

EQUIPMENT (150 gp starting gold)
Dagger - 8 gp, 4 lbs
Chainshirt - +4 AC (max dex +4) - 100 gp, 25 lbs

Backpack - 2 gp, 1 lbs
Rope, silk, 50 ft - 10 gp, 5 lbs

Money:
Total equipment-weight:  lbs

CARRYING CAPACITY
Light: 50 lbs, Medium: 100 lbs, Heavy: 150 lbs
 
Age:124
Weight: 60
Height: 180

FAVORED CLASS OPTION
1st: Rogue, +1 SKILL


ROGUE CLASS
Knife Master
A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.

A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
This ability is identical in all other ways to sneak attack, and supplements that ability.


SPELL-LIKE ABILITIES (from race)
comprehend languages, detect magic, detect poison, and read magic.



PATHFINDER SOCIETY


BAGGRUND

Kendt af alle:


Kendt af mange:
Er vokset op i tree huggerland. har boet der det i mange år med familie. er kommet til byen for noget tid siden og kom hurtigt igang med arbejde/trænet af pathfinder Society. 

Ikke kendt af alle:
mor,far, 3 bedste forældre, 2 søskende.


ØNSKER



FREMTID

Seawolf001

2013-06-06 12:09:10

Tahlmah Kerkashvin - N Elven Male - Magus

STATS
Str 11 (1 points)
Dex 19 (13 points; +2 racial)
Con 12 (5 points; -2 racial)
Int 16 (5 points; +2 racial)
Wis 10 (0 points)
Cha 7 (+4 points)

COMBAT
HP 10 (8, +1 Con, +1 favoured class)
AC 17 (+3 studded leather, +4 dex)

Scimitar +4 (1d6 / 18-20 x2)
Ranged: Longbow +4 (1d8 / x2), Range 100

CMB 0 (+0 base attack, +0 Str)
CMD 14 (10, +4 Dex, +0 Str)

SAVES
Fort 3 (2 base, +1 con)
Ref 4 (0 base, +4 dex)
Will 3 (2 base, +1 Trait)

SENSES
Low light vision

LANGUAGES
Common, Elven, Celestial, Orc, Draconic

SKILLS (2 + int mod)
Acrobatics +4 (+4 Dex, +1 Rank, -1 Armor)
Perception +3 (+2 being elf, +1 Rank)
Spellcraft +7 (+3 Int, +3 Class-skill, +1 Rank)
Perform Dance -1 (-2 Chr, +1 rank)
Knowledge arcana +7 (+3 Int, +3 Class-skill, +1 Rank)

Andre class-skills: Use Magic Device, Diplomacy, Fly, Intimidate, Climb, Ride, Swim, Knowledge (Planes)

RELIGION:

Kommer



FEATS
Weapon Finess

TRAITS:
Magical Linage (drop meta-magic cost by one)
Into Enemy Terretory (+1 will save)


EQUIPMENT (150 gp starting gold)

Studded leather - +3 AC (max dex +5), 20 gp, 20 lbs
Scimitar - 15 gp, 4 lbs
Longbow - 75 gp, 3 lbs
Arrows (20) - 1 gp, 3 lbs

Donkey - 8 gp, 600-800 lbs
Bedroll - 1 sp
Rope 50 ft - 1 gp
Blanket - 5 sp
Tent (small) - 10 gp
Chair Folding 2 gp
Explores outfit - 10 gp

Money: 17 gp  93 sp
Total equipment-weight - Talhmah: 30 lbs
Total equipment-weight - Donkey: -

CARRYING CAPACITY
Light: 38 lbs, Medium: 76 lbs, Heavy: 115 lbs
 

CHARACTER
Age: 116 years
Weight: 67 kg
Height: 188 cm

FAVORED CLASS OPTION
1st: Magus, +1 HP


MAGUS CLASS
Arcane Pool: 4 points (LVL/2 (minimum 1) + INT-mod)
Spell Combat - Like TWF but offhand is a spell


CONCENTRATION: +4 (casterlevel + INT-mod)


SPELLS

0-Level Magus Spells (Prepare: 4)
Acid splash
Arcane mark
Dancing lights
Daze
Detect magic
Disrupt undead
Flare
Ghost sound
Light
Mage hand
Open/close
Prestidigitation
Ray of frost
Read magic
Spark**


1st-Level Magus Spells (Prepare: 2)
Colorspray
Shield
Shocking grasp



PATHFINDER SOCIETY
Faction:

Kommer




BAGGRUND

Kendt af alle:

Kommer



Kendt af mange:

Kommer



Ikke kendt af alle:

Kommer




 

OVERVEJELSER, KORT OG LANGSIGTEDE ØNSKER
[list]
[li]Celestial Armor[/li]
[li]Pearls of Power[/li]
[li]Meta-magic Rods, Lesser and Normal[/li]
[li]Ring of Wizardry[/li]
[li]Ring of Deflection[/li]
[li]Amulet of Natural Armor[/li]
[li]Cloak of Resistance[/li]
[li]Belt of Incredible Dexterity[/li]
[li]Headband of Intellect[/li]
[li]Boots of Speed[/li]
[li]Handy Haversack[/li]
[/list]


FREMTID
2 lvl
[list]
[li]Rank i Perform Dance
[/li]
[/list]
3 lvl
[list]
[li]Bladebound Magus [sup]Pros: Intelligent Sword, Cons: Arcane Pool reduced to 1/3 lvl + INT-Mod[/sup][/li]
[li]Feats: Dervice Dance[/li]
[/list]
4 lvl
[list]
[li]+1 Dex[/li]
[li]Hexcrafter [sup]Pros: Gain access to hexes, Cons: Delay Spell recall to lvl 11[/sup][/li]
[/list]

Pierre Husted Sigvardsen

2013-06-27 08:16:39

Gwendolyne of the Stars
N/CG Female Changeling Cleric of Desna 1st - Humanoid (changeling)

Str 14 (5 points)
Dex 13 (3 points)
Con 12 (5 points; -2 racial)
Int 12 (2 points)
Wis 15 (3 points; +2 racial)
Cha 14 (2 points; +2 racial)

COMBAT
HP 10 (8, +1 Con, +1 favored class [1st])
AC 16 (+4 chainshirt, +1 dex, +1 natural)
Evnt. Heavy Wooden shield: +2 AC
HUSK:  +1 racial damage in melee
Longspear +2 (1d8+4 / x3)
2 * Claws +2 (1d4+3 / x2)
or Starknife +2 (1d4+3 / x3)
or Club +2 (1d6+3 / x2)
Ranged:
Longbow +1 (1d8+2 / x3), Range 110/220
or Starknife +1 (1d4+2 / x3), Range 20
or Club +1 (1d6+2 / x2), Range 10

CMB +2 (+0 base-attack, +2 Str)
CMD 13 (10, +1 Dex, +2 Str)

SAVES
Fort 3 (2 base, +1 con)
Ref 1 (0 base, +1 dex)
Will 4 (2 base, +2 wis)

SENSES
Dark-vision 60 feet

LANGUAGES
Common, Halfling (host language), Giant

SKILLS (2+int pr level)
Diplomacy +6 (+2 Cha, +3 class-skill, +1 rank)
Kn (Religion) +5 (+1 Int, +3 class-skill, +1 rank)
Perception +2 (+2 Wis, +0 rank)
Sense Motive +2 (+2 Wis, class-skill)
Use Magic Device +8 (+2 Cha, +3 class-skill, +1 rank, +1 trait)
Class-skills: Appraise, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (nobility), Knowledge (planes), Knowledge (religion), Linguistics, Profession, Sense Motive, and Spellcraft.
RELIGION: Desna
Dreams, Stars, Travelers,Luck

PATHFINDER SOCIETY
Faction: Andoran
Fame: 4; Prestige Points: 4

FEATS
Selective Channeling (Op til CHA-bonus kan undgå at blive ramt i Channel-området)

TRAITS:
Dangerously Curious - +1 bonus to Use Magic Device, and it becomes a class skill
Hunter’s Eye – No penalty for 2nd range-increment. Proficient in longbow.

RACIAL TRAITS
Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.

EQUIPMENT  (150 + 417 + 5 + 419 + 10 = 1001 gp)
Longspear - 5 gp, 9 lbs
Starknife – 24 gp, 3 lbs
Composite Longbow (+2 Str) – 300 gp, 3 lbs
Arrows (40) - 2 gp, 6 lbs
Club - 0 gp, 3 lbs
Chainshirt - (max dex +4,-2 ACP) - 100 gp, 25 lbs
Heavy Wooden Shield - (-2 ACP) - 7 gp, 10 lbs

Backpack - 2 gp, 1 lbs

Scrolls (se under spells), 50 gp

Money:  511 gp  0 sp
Total equipment-weight: 60 lbs
(Så hun har enten Longspear eller Shield med)

CARRYING CAPACITY
Light: 58 lbs, Medium: 116 lbs, Heavy: 175 lbs
 
Age: 17 years
Weight: 115 lbs (52 kg)
Height: 4 ft 8 inches (142 cm)
CLERIC CLASS
Channel Energy  (3 + CHA-mod  / day)
Burst affects all creatures of one type (undead or living) in a 30-foot burst. Damage/Healing: 1d6. Save for half: Will 13.
Can choose to include self or not. Can choose CHA-bonus more creatures to not affect (FEAT).

DOMAINS
Liberation:  freedom of movement 1r/lev
1st—remove fear, 2nd—remove paralysis
Travel:  +10 movement, Agile feet: Free action to ignore difficult terrain for 1 r.  3+Wis/Day.
1st—longstrider, 2nd—locate object, 3rd—fly


CONCENTRATION: +3 (casterlevel + CHA-mod)

SPELLS

Scrolls
"Hide from Undead" - Duration: 10 minutes
"Summon Monster I" - Duration: 1 round

0th level (3 memorized, * = favorite)
* Detect Magic
* Guidance: +1 on one attack, save, or skill check.
Light - Object shines like a torch
* Stabalize (Close Range)

1st level (1+1+1 per day, * = favorite)
* Domain: Longstrider - + 10 move for 1 hour/lev
* Bless (50 ft burst) - Allies gain +1 on attack rolls and saves against fear.
Cause fear - One 5HD or less flees for 1d4 rounds
* Command (Close range) - One subject obeys selected command for 1 round
Comprehend Languages - 10 min/level
Detect Undead - 60 ft cone - up to 1 min/lev
Divine Favor - +1 to attack & damage - 1 min
Doom - One subject takes -2 on attack, damage, saves and checks - 1 min/lev
Obscurring Mist - 20 ft radius cloud - 1 min/lev
Sanctuary - 1 round/level
Shield of Faith - +2 deflection to AC - 1 min/lev
Close range: 25 ft. + 5 ft./2 levels 


FAVORED CLASS OPTION
1st: Cleric, +1 HP

BAGGRUND

Kendt af alle:
Opvokset i Ansalom.
Meget nysgerrig - både efter oplevelser og magi.

Kendt af mange:
Har ikke altid været rejsende. Fik "kaldet" og begyndte at kunne noget magi for et par år siden, og sluttede sig så til Pathfinder Society

Ikke kendt af alle:
Blev efterladt på dørtrinet som spæd. Hos en halfling-familie i Andoran.

 
ØNSKER

- Wand of Cure Light Wounds
- Ring of Protection
- Cloak of Resistance
- Handy Haversack
- Belt of Strength
- Circlet of Persuation
- Xx o Charisma
- Boots of Striding and Jumping / Speed

FREMTID

MÅSKE: Et par levels Paladin for at få Devine Grace (Cha til saves), og bedre våben.
(Koster dog Casterlevel, hvis ikke der bruges et feat eller trait.)

Ranks i de sidste KN class-skills. I hvert fald dem der giver monter-viden. Use Magic Device. Craft – til DayJob-checks. Spellcraft!

Mother's Gift feat (changeling feat)

Feats: Skill Focus (Diplomacy, UMD)

Pierre Husted Sigvardsen

2013-08-01 08:36:32




  :) 

[size=17pt]2nd level characters
[/size]



Pierre Husted Sigvardsen

2013-08-01 08:37:50

Gwendolyne of the Stars
Human (changeling) - N/CG Female Changeling Cleric of Desna 2nd

Str 14 (5 points)
Dex 13 (3 points)
Con 12 (5 points; -2 racial)
Int 12 (2 points)
Wis 15 (3 points; +2 racial)
Cha 14 (2 points; +2 racial)

COMBAT
HP 17 (8+5, +2 Con, +2 favored class)
AC 16 (+4 chainshirt, +1 dex, +1 natural)
Evnt. Heavy Wooden shield: +2 AC
HUSK:  +1 racial damage in melee
Longspear +3 (1d8+4 / x3)
2 * Claws +3 (1d4+3 / x2)
or Starknife +3 (1d4+3 / x3)
or Club +3 (1d6+3 / x2)
Ranged:
Longbow +2 (1d8+2 / x3), Range 110/220
or Starknife +2 (1d4+2 / x3), Range 20
or Club +2 (1d6+2 / x2), Range 10

CMB +3 (+1 base-attack, +2 Str)
CMD 13 (10, +1 Dex, +2 Str)

SAVES
Fort 4 (3 base, +1 con)
Ref 1 (0 base, +1 dex)
Will 5 (3 base, +2 wis)

SENSES  /  LANGUAGES
Dark-vision 60 feet
Common, Halfling (host language), Giant

SKILLS (2+int pr level)
Diplomacy +6 (+2 Cha, +3 class-skill, +1 rank)
Kn (Religion) +5 (+1 Int, +3 class-skill, +1 rank)
Perception +2 (+2 Wis, +0 rank)
Prof (Herbalist) +6 (+2 Wis, +3 class-skill, +1 rank)
Sense Motive +6 (+2 Wis, +3 class-skill,+1 rank)
Spellcraft +5 (+1 Int, +3 class-skill, +1 rank)
Use Magic Device +8 (+2 Cha, +3 cl, +1 rank, +1 trait)
Class-skills: Appraise, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (nobility), Knowledge (planes), Knowledge (religion), Linguistics, Profession, Sense Motive, and Spellcraft.


RELIGION: Desna
Dreams, Stars, Travelers, Luck

PATHFINDER SOCIETY - Faction: Andoran
Fame:  7 ; Prestige Points:  7

XP:  4  (2nd level)

FEATS
Selective Channeling (Op til CHA-bonus kan undgå at blive ramt i Channel-området)

TRAITS:
Dangerously Curious - +1 bonus to Use Magic Device, and it becomes a class skill
Hunter’s Eye – No penalty for 2nd range-increment. Proficient in longbow.

RACIAL TRAITS
Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.

EQUIPMENT  (150 + 417+5 + 419+10 + 150+?? + 499+5 = 1655 gp)
Longspear - 5 gp, 9 lbs
Starknife – 24 gp, 3 lbs
Composite Longbow (+2 Str) – 300 gp, 3 lbs
Arrows (40) - 2 gp, 6 lbs
Club - 0 gp, 3 lbs
Chainshirt - (max dex +4,-2 ACP) - 100 gp, 25 lbs
Heavy Wooden Shield - (-2 ACP) - 7 gp, 10 lbs

Backpack - 2 gp, 1 lbs

Scrolls (se under spells), 50 gp
Pearl of Power, 1st level, 1.000 gp
Opbevaret i Grand Lodge:
2 sæt pænt tøj (Lantern Lodge style + Grand Lodge style) á 5 gp


Money:  150 gp  2 sp
Total equipment-weight: 60 lbs
(Så hun har enten Longspear eller Shield med)

CARRYING CAPACITY
Light: 58 lbs, Medium: 116 lbs, Heavy: 175 lbs
CLERIC CLASS
Channel Energy  (3 + CHA-mod  / day)
Burst affects all creatures of one type (undead or living) in a 30-foot burst. Damage/Healing: 1d6. Save for half: Will 13.
Can choose to include self or not. Can choose CHA-bonus more creatures to not affect (FEAT).

DOMAINS
Liberation:  freedom of movement 1r/lev
1st—remove fear, 2nd—remove paralysis.  Travel:  +10 movement, Agile feet: Free action to ignore difficult terrain for 1 r.  3+Wis/Day.  1st—longstrider, 2nd—locate object, 3rd—fly

CONCENTRATION: +4 (casterlevel + CHA-mod)
Defensively: 15 + 2*spelllevel, Grappled: 10 + CMB + sl.  CORE p. 207

SPELLS

Scrolls
"Hide from Undead" - Duration: 10 minutes
"Summon Monster I" - Duration: 1 round
0th level (4 memorized, * = favorite)
* Detect Magic
* Create Water
* Guidance: +1 on one attack, save, or skill check.
Light - Object shines like a torch
* Stabalize (Close Range)

1st level (2+1+1 per day, * = favorite)
Husk  Pearl of Power, 1st level - 1/day
* Domain: Longstrider - + 10 move for 1 hour/lev
* Bless (50 ft burst) - Allies +1 on attack & saves vs fear.
Cause fear - One 5HD or less flees for 1d4 rounds
Command (Close range) - One subject obeys selected command for 1 round
Comprehend Languages - 10 min/level
Detect Undead - 60 ft cone - up to 1 min/lev
Divine Favor - +1 to attack & damage - 1 min
Doom - 1 subj. -2 on attack, dam, save & check - 1 min/lev
Magic Stone - 3 stones gain +1 on att., deal 1d6+1 dam
* Obscurring Mist - 20 ft rad. cloud, stationary - 1 min/lev
Sanctuary - 1 round/level
* Prot from Evil - +2 defl. to AC and resis. to saves - 1 min/lev
Shield of Faith - +2 deflec. to AC vs. ANYONE - 1 min/lev
Close range: 30 ft  (25 ft. + 5 ft./2 levels) 


FAVORED CLASS OPTION
1st: Cleric, +1 HP, 2nd: Cleric, +1 HP

AGE & SIZE
Age: 17 years
Weight: 115 lbs (52 kg)
Height: 4 ft 8 inches (142 cm)

BAGGRUND

Kendt af alle:
Opvokset i Ansalom.
Meget nysgerrig - både efter oplevelser og magi.

Kendt af mange:
Har ikke altid været rejsende. Fik "kaldet" og begyndte at kunne noget magi for et par år siden, og sluttede sig så til Pathfinder Society

Ikke kendt af alle:
Blev efterladt på dørtrinet som spæd. Hos en halfling-familie i Andoran.

 
ØNSKER
- Wand of Cure Light Wounds (750 gp)
- Ring of Protection (2.000 gp)
- Cloak of Resistance (1.000, 4.000 gp)
- Handy Haversack (2.000 gp)
- Belt of Strength (4.000 gp)
- Circlet of Persuation (head, 4.500 gp)
- Headband of Wisdom (headband, 4.000 gp)
- Boots of Striding and Springing / Speed (5.500 / 12.000 gp)

FREMTID

MÅSKE: Et par levels Paladin for at få Devine Grace (Cha til saves), og bedre våben.
(Koster dog Casterlevels, hvis ikke der bruges et feat eller trait.)
Eller Spherewalker:  http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/spherewalker

Ranks i de sidste KN class-skills. I hvert fald dem der giver monter-viden. Use Magic Device.

Mother's Gift feat (changeling feat)

Feats: Skill Focus (Diplomacy, UMD)

Pierre Husted Sigvardsen

2013-11-20 17:18:59

Gwendolyne of the Stars (v3)
Female Aasimar Cleric 3
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 23 (3d8+5)
Fort +4, Ref +3, Will +5
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee longspear +4 (1d8+4/×3) and
  rapier +0 (1d6+3/18-20/×2) and
  starknife +4 (1d4+3/×3)
Ranged composite longbow +4 (1d8+2/×3)
Special Attacks agile feet, channel energy
Spell-Like Abilities
  1/day—daylight
Cleric Spells Prepared (CL 3rd; concentration +5):
2nd (2/day)—remove paralysis, hold person (DC 14), grace
1st (3/day)—bless, longstrider, protection from evil, sanctuary (DC 13)
0 (at will)—stabilize, detect magic, guidance, enhanced diplomacy
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 12, Wis 15, Cha 15
Base Atk +2; CMB +4; CMD 16
Feats Point-Blank Shot, Selective Channeling
Traits dangerously curious, hunter's eye
Skills Acrobatics -1 (+3 jump), Appraise +5, Climb -1, Diplomacy +8, Escape Artist -1, Fly -1, Heal +6, Knowledge (planes) +5, Knowledge (religion) +5, Perception +4, Profession (herbalist) +6, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim -1, Use Magic Device +8; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Halfling
SQ aura, domains (liberation, travel), hulking changeling, liberation, spontaneous casting, variant channeling (luck variant channeling [±1 sacred])
Combat Gear Pearl of power (1st level) (1/day), Wand of cure light wounds; Other Gear Chain shirt, Longbow, Comp. (Str +2), Longspear, Rapier, Starknife, Backpack (empty), Trail rations (7), 272 PP, 734 GP, 5 SP
--------------------
Special Abilities
--------------------
Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 2d6 (5/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hulking Changeling (Annis Hag) (Ex) The changeling gains a +1 racial bonus on melee damage rolls.
Hunter's Eye (Longbow) You do not suffer a penalty for the second range increment when using a longbow or shortbow.
Liberation (3 rounds/day) (Su) Act as if you had freedom of movement for 3 rounds/day.
Luck Variant Channeling (±1 Sacred) Bonus to one roll/penalty on all rolls
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
--------------------
Opvokset i Falcon's Hollow i Andoran.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Pierre Husted Sigvardsen

2013-12-14 22:58:37

[size=24pt]Level 4 karakterer   ;D[/size]

Pierre Husted Sigvardsen

2013-12-14 23:14:55

[size=12pt]Gwen er nu level 4[/size]

Taget en level i Bloodrager (barbarian/sorceror blanding).

Highlights:
Oppe på 50 foot movement.
Brugt 2 skillpoints på Perception (som nu er class-skill)  - oppe på +11.
Lært at tale Sylvan (Peewees sprog) ved at bruge et skillpoint i Linguistics.
+1 stat-up i Wisdom.


Købt ny MW langbue og MW glaive.
Lagt 350 PP hjemme i Andoran Faction - de er for tunge at slæbe rundt på.


------------------------------------------------------------------------


Gwendolyne of the Stars
Female Aasimar Bloodrager 1/Cleric 3
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 30 (1d10+3d8+6)
Fort +6, Ref +3, Will +6
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 50 ft.
Melee dagger +5 (1d4+2/19-20/×2) and
. . masterwork glaive +6 (1d10+3/×3)
Ranged 220 foot longbow +6 (1d8+2/×3)
Special Attacks agile feet, angelic attacks, bloodrage, channel energy
Spell-Like Abilities
. . 1/day—daylight
Bloodrager Spells Known (CL 0; concentration +2):
Cleric Spells Prepared (CL 3rd; concentration +6):
2nd (2/day)—remove paralysis, shield other, bear's endurance
1st (3/day)—longstrider, protection from evil, bless, obscuring mist
0 (at will)—stabilize, detect magic, create water, guidance
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 12, Wis 16, Cha 15
Base Atk +3; CMB +5; CMD 17
Feats Eschew Materials, Point-Blank Shot, Selective Channeling
Traits dangerously curious, hunter's eye
Skills Acrobatics +4 (+12 jump), Diplomacy +8, Heal +7, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +11, Profession (herbalist) +7, Sense Motive +7, Spellcraft +5, Survival +7, Use Magic Device +8; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Halfling, Sylvan
SQ aura, bloodlines (celestial), domains (liberation, travel), fast movement, liberation, spontaneous casting
Combat Gear Pearl of power (1st level) (1/day), Wand of cure light wounds; Other Gear Chain shirt, 220 foot Longbow (Str +2), Arrows (40), Dagger, Masterwork Glaive, Backpack (8 @ 7.4 lbs), Trail rations (7), 10 PP, 10 GP
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Angelic Attacks (Sp) Melee attacks are good-aligned, and do +1d6 to evil outsiders.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bloodrage (5 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Cleric Channel Positive Energy 2d6 (5/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hunter's Eye (Longbow) You do not suffer a penalty for the second range increment when using a longbow or shortbow.
Liberation (3 rounds/day) (Su) Act as if you had freedom of movement for 3 rounds/day.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
--------------------
Opvokset i Falcon's Hollow i Andoran.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Attachments
(De virker ikke så godt.... ved ikke lige hvorfor.)
Gwendolyne of the Stars.por

Jonathan

2013-12-15 15:08:55

Right, da Konrad bliver pensioneret, så er min nye karakter;

Shadow Agent 17, level 4 Slayer.

Male Half-Orc Slayer
N Humanoid, Shadow Lodge Faction.
--------------------------------------

Str 16
Dex 14
Con 14
Int 10
Wis 14
Cha 12
--------------------------------------

Primært speciale; Sneak, Intimidate og Survival. Specialiseret i at tracke folk i Absolem, og gøre det af med dem hvis det er nødvendigt.

[IMG]http://i.imgur.com/g4MTUfg.png?1<'>

Pierre Husted Sigvardsen

2013-12-30 01:26:52

Min nye karakter efter at Gwendolyne døde.

Han er beskyttelse, beskyttelse og beskyttelse.   ;D


Alfred
Halfling Paladin (Shining Knight) 4
LG Small humanoid (halfling)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 25, touch 12, flat-footed 24 (+10 armor, +3 shield, +1 Dex, +1 size)
hp 36 (4d10+8)
Fort +11, Ref +8, Will +11; +2 vs. fear
Immune fear
--------------------
Offense
--------------------
Speed 15 ft.
Melee heavy shield bash +6 (1d4+1/×2) and
. . dagger +6 (1d3+1/19-20/×2) and
. . lance +6 (1d6+1/×3) and
. . masterwork scimitar +7 (1d4+1/18-20/×2)
Ranged sling +6 (1d3+1/×2) and
. . wooden throwing shield +2 (1d4+1/×2)
Special Attacks Channel Energy 2d6, smite evil
Spell-Like Abilities
. . At will—detect evil
Paladin (Shining Knight) Spells Prepared (CL 1st; concentration +6):
1st (2/day)—endure elements, knight's calling (DC 16)
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 8, Wis 12, Cha 20
Base Atk +4; CMB +4; CMD 15
Feats Cautious Fighter, Footslasher
Traits dangerously curious, militia veteran (any town or village)
Skills Handle Animal +11, Knowledge (religion) +3, Perception +3, Ride +8, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ aura of courage, aura of good, fearless, lay on hands, mercies (mercy [fatigued]), skilled rider
Other Gear +1 Full plate, +1 Shield Spikes, Throwing Darkwood Heavy wooden s, Dagger, Lance, Masterwork Scimitar, Sling, Sling bullets (20), Cloak of resistance +1, Backpack, masterwork (4 @ 3.125 lbs), Bedroll, Belt pouch (22 @ 14.06 lbs), Chalk, Charcoal stick, Everburning torch, Flint and steel, Holy symbol, wooden (Sarenrae), Musical instrument, masterwork (Flute), Torch (2), Vial, Waterproof bag (empty), Waterskin, 439 GP, 7 SP, 7 CP
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Cautious Fighter +2 AC when fighting defensively or using total defense.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fearless +2 racial bonus vs Fear saves.
Footslasher Pierce/slash weapon attack vs larger foe at -2 penalty affects speed as caltrop.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6) (7/day) (Su) You can heal 2d6 damage, 7/day
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 2d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Skilled Rider (Ex) (Su) Ride does not have an armor check penalty. Your mount gains the benefit of your divine grace class feature.
Smite Evil (2/day) (Su) +5 to hit, +4 to damage, +5 deflection bonus to AC when used.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Attachments
(De virker ikke så godt.... ved ikke lige hvorfor.)
Alfred - Halfling paladin.por
Alfred - Halfling paladin.por
Alfred - Halfling paladin.por
Alfred - Halfling paladin.por

Jonathan

2013-12-31 00:18:27

Vibekes Gnome Shaman;

Murgi
Female Gnome Shaman - 4
CG Small Humanoid (Gnome)
Init +4 Senses Perception +6
-----------------------
Defense
-----------------------
AC 18, touch 13, flat-footed 17. (+4 dodge AC vs Giant)
HP 31
Fort +4 Ref +4 Will +8 (+2 Save vs Illusion)
MW Chain Shirt, Amulet of Natural Armor +1, Cloak of Resistance +1.
-----------------------
Offense
-----------------------
Speed 20ft  /  15 ft (medium encumbered)
Melee Spear +1
Ranged L. Crossbow +7 (Acid Bolts x 10)
Special Ability (Shaman, Air Spirit) Shocking Touch 1d6+2, 7/day. (Shaman, Wandering Spirit; Life Spirit) Channel Energy 2d6, 4/day.
Spell-Like Abilities Ghost Sound, Prestidinitation, Speak with Animals, Dancing Lights, 1/day.
Spells Prepared (CL 4, concentration +7)
0 (4/day) Touch of Fatigue x4, DC 17.
1st (4/day) Bless x2, Sleep.
2nd (3/day) Augury, Aid, Spiritual Weapon.
-----------------------
Statistics
-----------------------
Str 5 Dex 14 Con 14 Int 12 Wis 17 Cha 16
Base Attack +3; CMB -1; CMD 11
Feats Point-Blank Shot, Precise Shot
Traits Excitable +2, Wisdom in the Flesh (hvilken skill?).
Skills Acrobatics +8, Climb +9, Diplomacy +7, Escape Artist +3, Fly +6, Handle Animal +8, Heal +7, Knowledge (Nature) +6, Knowledge (Planes) +8, Knowledge (Religion) +6, Perception +6, Ride +6, Spellcraft +5, Stealth +8, Survival +7.
Languages Gnome, Common, Sylvan, Elven.
----------------------
Faction
----------------------
Shadow Lodge
----------------------
Spirit Animal
----------------------
Veseliba (Familiar, Monkey)
Init +2; Senses low-light vision; Perception +5

Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1

Offense
Speed 30 ft., climb 30 ft.
Melee bite +4 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

Stastistics
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Perception +5; Racial Modifiers +8 Acrobatics
Light
Energy Resistance +10

SPECIAL ABILITIES

Familiar

The master of a monkey familiar gains a +3 bonus on Acrobatics checks.

Bue

2014-01-01 12:43:31

Bue- Alchymist (mindcemist) level 4

Victor Eisenhower
Male Human
Init +3 Senses Perception +6
-----------------------
Defense
-----------------------
AC 19, touch 15, flat-footed 15.
HP 31
Fort +5 Ref +7 Will +1
Chain Shirt +1, ring of protection +1.
-----------------------
Offense
-----------------------
Speed 30ft
Melee - dagger (+2 1d4)
Ranged L. Crossbow +1 (+7 1d8+1)

Spells (Extracts).
1st (4/day)cure light wounds, endure elements, expeditious retreat, (1 slot open)
2nd (2/day)resist energy, see invisibility

bombs (9/day)
Discoverys - smoke bomb (as fog cloud 10ft radius)
Discoverys - stink bomb (as stinking cloud 10ft radius)
Discoverys - tanglefood bomb (on failed ref save as tanglefood bag)
Discoverys - precise bomb ( kan vælge INT mod felter fra på bomber)

normal bomb (2d6+3 fire on hit, surrounding takes 5 fire) ref for half dc 15

-----------------------
Statistics
-----------------------
Str 10 Dex 16 Con 12 Int 17 Wis 10 Cha 8
Base Attack +3; CMB 3; CMD 16
Feats - extra bombs (bonus), throw anything (bonus), point blank shot, extra discovery, precise shot
Skills - ALOT
Languages  Common, Elven, orcish, draconic

Faction - Lantern Lodge

Pierre Husted Sigvardsen

2014-03-27 08:38:32


  [size=42pt]Level 6[/size]

:)

Pierre Husted Sigvardsen

2014-03-27 08:39:01

Alfred
Male Halfling Paladin (Shining Knight) 6
LG Small humanoid (halfling)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 25, touch 12, flat-footed 24 (+10 armor, +3 shield, +1 Dex, +1 size)
hp 50 (6d10+10)
Fort +14, Ref +11, Will +14; +2 vs. fear
Immune fear
--------------------
Offense
--------------------
Speed 15 ft.
Melee dagger +8/+3 (1d3+1/19-20) and
. . masterwork lance +9/+4 (1d6+1/×3) and
. . masterwork scimitar +9/+4 (1d4+1/18-20) and
. . morningstar +8/+3 (1d6+1) and
. . spiked gauntlet +8/+3 (1d3+1)
Ranged sling +8 (1d3+1)
Special Attacks channel positive energy 4/day (DC 19, 3d6), smite evil
Spell-Like Abilities (CL 6th; concentration +12)
. . At will—detect evil
Paladin (Shining Knight) Spells Prepared (CL 3rd; concentration +9):
1st—hero's defiance, knight's calling (DC 17), protection from evil
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 8, Wis 12, Cha 22
Base Atk +6; CMB +6; CMD 17
Feats Cautious Fighter, Footslasher, Lucky Halfling
Traits dangerously curious, militia veteran (any town or village)
Skills Diplomacy +10, Handle Animal +12, Heal +5, Knowledge (religion) +3, Perception +3, Ride +9, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ aura of courage, aura of good, divine bonds (mount), lay on hands, mercies (mercy [fatigued], mercy [sickened]), skilled rider, summon mount
Combat Gear pearl of power (1st level), potion of cure light wounds, scroll of endure elements (2), scroll of restoration, lesser, scroll of restoration, lesser, wand of cure light wounds; Other Gear +1 full plate, +1 shield spikes throwing (wooden shields) darkwood heavy wooden shield, dagger, masterwork lance, masterwork scimitar, morningstar, sling, sling bullets (20), spiked gauntlet, cloak of resistance +1, headband of alluring charisma +2, ioun stone (turquoise sphere, cracked), backpack, masterwork, bedroll, belt pouch, chalk, charcoal stick, everburning torch, flint and steel, wooden holy symbol (Sarenrae), masterwork Flute, torch (2), vial, waterproof bag, waterskin, 4,983 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Cautious Fighter +2 AC when fighting defensively or using total defense.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fearless +2 racial bonus vs Fear saves.
Footslasher Pierce/slash weapon attack vs larger foe at -2 penalty affects speed as caltrop.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6+1) (9/day) (Su) You can heal 3d6+1 damage, 9/day
Lucky Halfling (1/day) Roll a save vs an attack affecting an ally in 30 ft. They may use either result.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 3d6 (4/day) (DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Scroll of endure elements (2) Add this item to create a scroll with spells on it.
Scroll of restoration, lesser Add this item to create a scroll with spells on it.
Scroll of restoration, lesser Add this item to create a scroll with spells on it.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Skilled Rider (Ex) (Su) Ride does not have an armor check penalty. Your mount gains the benefit of your divine grace class feature.
Smite Evil (2/day) (Su) +6 to hit, +6 to damage, +6 deflection bonus to AC when used.
Summon Mount (1/day) (1/day) (Sp) summon your mount to your side.
--------------------
Ønskeliste:

Bracers of the Merciful Knight - 15.600gp
Count as 4 levels higher for Lay on Hands. Lesser restoration 1/day.

Crystal of Healing Hands - 12.000 gp
Store one use of Lay on Hands for someone else to use.

Ornament of healing Light - 10.000 gp
15 ft range on Lay on Hands

-------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------

Cornelius
Male Dog
N Medium animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 20 (+4 armor, +3 Dex, +6 natural)
hp 51 (+24)
Fort +9, Ref +8, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +8 (1d6+6)
--------------------
Statistics
--------------------
Str 19, Dex 17, Con 18, Int 6, Wis 12, Cha 6
Base Atk +4; CMB +8 (+10 overrun); CMD 21 (23 vs. overrun, 25 vs. trip)
Feats Charge Through, Improved Overrun, Power Attack
Tricks Attack, Attack Any Target, Cinderbrave, Come, Defend, Down, Fetch, Guard, Heel, Other Trick, Other Trick, Perform, Seek, Stay, Track, Work
Skills Acrobatics +9 (+13 jump, +13 when jumping), Climb +8, Perception +5, Stealth +7; Racial Modifiers +4 Acrobatics when jumping, +4 to survival when tracking by scent
Languages Common
SQ attack any target, cinderbrave, come, defend, devotion, down, fetch, guard, heel, other trick, other trick, perform, seek, stay, track, work
Other Gear mithral shirt
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Charge Through You can make a free overrun as part of a charge.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Other Trick [Trick] (Flank Any Target) The animal does something else you've trained it to do.
Other Trick [Trick] (Flank) The animal does something else you've trained it to do.
Perform [Trick] The animal will perform tricks.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Work [Trick] The animal pulls or pushes a medium or heavy load.
--------------------

http://paizo.com/paizo/blog/v5748dyo5lc1y?Monkey-See-Monkey-Do-An-FAQ-on-Intelligent

------------------------------------------------------------------------

Prestige Points 21,5 (Silver Crusade)

Total loot:  1.200 (Cornelius equipment) + 13.173 (Alfred equipment) + 4.983 GP = 19.356 GP

Jonathan

2014-03-27 15:12:48

Special Agent 17
Male Half-Orc Slayer
Neutral Medium Humanoid (Human & Orc)
Init+8 Senses Perception +11
------------------------
Defense
------------------------
AC 22, touch12, flat-footed 18
HP 50
Fort+9 Ref+9 Will+9
------------------------
Offense
------------------------
Speed 20ft
Melee Greatsword +11/+6
Ranged Comp. Longbow +9/4
------------------------
Statistics
------------------------
Str 18
Dex 14
Con 14
Int 10
Wis 12
Cha 12
Base Attack +6/+1 CMB 9 CMD 21
Feats Power Attack, Imp. Initiative, Dodge
Traits Reactionary, Indomitable Faith
Skills Acrobatics +11, Disguise +7, Intimidate +12, Perception +11, Sense Motive +11, Stealth +11, Survival +11
Languages Common, Orc
Combat Gear Greatsword +1, Breastplate +1, Belt of Giant Strength +2, Cloak of Resistance +1, Amulet of Natural Armor +1, Ring of Protection +1, 25 Arrows, Bedroll, Waterskin, 10 Caltrops, Dagger.
------------------------
Special Abilities
------------------------
Favored Target
Track
Sneak Attack 2d6
2nd Favored Target
Slayer Talent 1, Favored Terrain (Urban)
Slayer Talent 2, Ranger Combat Style (Two-Handed Weapon), Cleave
Slayer Talent 2, Ranger Combat Style (Two-Handed Weapon), Furious Focus
------------------------
Ønskeliste;
Et større sværd og mine magiske støvler.

Seawolf001

2014-04-02 15:56:15

Tahlmar opdateret til level 6Attachments
(De virker ikke så godt.... ved ikke lige hvorfor.)
Tahlmar Kerkashvin.pdf

Peter Peter

2014-04-23 11:38:27

Fell
Male elf
CG
--------------------
Defense
--------------------
AC 20 touch 14 flat-footed 16
hp 39
fort 3 ref 10 will 3
--------------------
Offense
--------------------
speed 30
melee dagger +10 (+8/+8)
range longbow +8
--------------------
Statistics
--------------------
Str 13 Dex 19 Con 10 Int 16 Wis 10 Cha 14
base attack +4 cmb 5 cmd 19
feats Combat experties, two weapon fighting, gang up, evasion, uncanidoghe.
traits rivar rat, armor expert
skills acrobatics 13, appraise 3, bluff 10, climb 8, diplomacy 9, disable device 13, disguise 9, escape artish 13, intimidate 7,
know dungeoneering 7, lnow local 9, perception 11, ride 3, sense motive 6, sleight of hand 11, stealt 13, swim 7,
use magical device 10
languages common elven dwarven, osiriant, undercommen.
combat gear mkv dagger x2, mithril BP, composide long bow, cloack of resisten, belt of dex +2.
Special Abilities
--------------------
rogue talents weapon finess, weapon focus dagger, offiensice defensiv.
seank attack 3d8
envoy : comprehend languages, detect magic, detect poisen, read magic


Pierre Husted Sigvardsen

2014-04-23 22:19:47

Her er min arcanist (wizard/sorcerer). Hvis han er for vild, så sig til - så laver jeg en anden, eller laver ham om til wizard.


Nimblanbilara "Nimble"
Male Elf Arcanist 6
CG Medium humanoid (elf)
Init +13; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 11 (+1 shield, +4 Dex)
hp 32 (6d6+6)
Fort +3, Ref +7, Will +6
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork silver dagger +2 (1d4-3/19-20)
Ranged sling +7 (1d4-2)
Arcanist Spells Prepared (CL 6th; concentration +12):
3rd—stinking cloud (DC 19)
2nd—create pit (DC 18), glitterdust (DC 18)
1st—enlarge person (DC 17), grease (DC 17), mage armor, vanish
0 (at will)—acid splash, detect magic, light, prestidigitation (DC 16), read magic, scrivener's chant, spark (DC 16)
--------------------
Statistics
--------------------
Str 7, Dex 18, Con 10, Int 23, Wis 10, Cha 10
Base Atk +3; CMB +1; CMD 15
Feats Breadth of Experience, Combat Casting, Improved Initiative, Run
Traits tomb raider, warrior of old
Skills Acrobatics +8 (+12 to jump with a running start), Appraise +10, Fly +8, Knowledge (arcana) +18, Knowledge (dungeoneering) +18 (+20 to navigate underground), Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +17, Knowledge (nobility) +8, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +15, Perception +15, Spellcraft +16 (+18 to determine the properties of a magic item), Use Magic Device +4
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Giant, Kelish, Osiriani, Osiriani, Ancient, Polyglot, Shadowtongue, Sylvan, Tien
SQ arcane reservoir, arcanist exploits (dimensional slide, potent magic, spell disruption), consume spells, elven magic
Combat Gear scroll of comprehend languages, scroll of endure elements, wand of cure light wounds (50 charges), caltrops (2); Other Gear throwing (metal shields) mithral light steel shield, masterwork silver dagger, sling, belt of incredible dexterity +2, cloak of resistance +1, eyes of the eagle, headband of vast intelligence +2, ioun stone (dusty rose prism, cracked), ioun stone (mossy disk, cracked), ioun stone (scarlet and blue sphere, cracked), a - penge brugt på at lære og skrive spells. beregning under personal. (worth 1,355 gp), bedroll, belt pouch, blanket, winter, compass, ink, black, inkpen, parchment (5), sack, sack, scroll case, string or twine, light horse (combat trained), military saddle, saddlebags, 16 gp, 9 cp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (12/day) (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold an amount of magical energy equal to twice the arcanist's level. Each day when prep
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Consume Spells (Su) The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to t
Dimensional Slide (60') (Su) The arcanist can expend one point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per ar
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run (Fleet-Footed) Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scroll of comprehend languages Add this item to create a scroll with spells on it.
Scroll of endure elements Add this item to create a scroll with spells on it.
Spell Disruption 1 rds (Su) The arcanist can temporarily disrupt a spell by expending one point from her arcane reservoir. This ability suppresses a spell effect for a number of rounds equal to the arcanist's Charisma modifier (minimum 1) if she succeeds at a dispel check again
--------------------
---------------------------------
---------------------------------
---------------------------------

PERSONAL / BACKGROUND

Udøde er ikke noget at frygte. De er blot ærede forfædres rastløse ånder.


---------------------------------
---------------------------------

KOMMENDE FEATS

Nimble Moves (move 5 first feet in difficult terrain)
Acrobatic Step (move 20 first feet; kræver Nimble Moves)
Extend Spell (double duration, +1 spelllevel)
Combat Casting (+4 to cast defensively)

---------------------------------
---------------------------------

SPELLS COST

Antal spells i spellbook
12 stk 1st
9 stk 2nd
7 stk 3rd

Lært ved levels
1st: 3 + 5 (int mod)
2nd: 2 stk 1st
3rd: 2 stk 1st
4th: 2 stk 2nd
5th: 2 stk 2nd
5th: 2 stk 3rd
Ialt: 12 stk 1st, 4 stk 2nd, 2 stk 3rd

Buying new spells
(Halv cost af Spell Writing - ifølge PFS FAQ)
5 stk 2nd = 5 * 20 = 100 gp
5 stk 3rd = 5 * 45 = 225 gp
Ialt 325 gp

Spell Writing
(Dem man starter med skal der ikke betales for)
4 stk 1st = 4 * 10 = 40 gp
9 stk 2nd = 9 * 40 = 360 gp
7 stk 3rd = 7 * 90 = 630 gp
Ialt 1.030 gp

--

Ialt 1.355 gp
---------------------------------

Pierre Husted Sigvardsen

2014-04-26 00:28:05

Alternativ karakter - hvis Arcanist ikke er OK.

The Lion-Man
Human (Garundi) Druid (Lion Shaman) 6
NG Medium humanoid (human)
Init +9; Senses Perception +20
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +2 shield, +3 Dex)
hp 45 (6d8+12)
Fort +8, Ref +6, Will +11; +4 vs. fey and plant-targeted effects
Defensive Abilities heat shimmer (8 rounds/day, DC +18)
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork club +7 (1d6+2)
Ranged sling +7 (1d4+2)
Special Attacks wild shape 2/day
Druid (Lion Shaman) Spells Prepared (CL 6th; concentration +11):
3rd—ash storm, cup of dust [D] (DC 18), sleet storm, stone shape
2nd—barkskin, fog cloud, resist energy, shifting sand [D] (DC 17), soften earth and stone
1st—cloak of shade [D] (DC 16), entangle (DC 16), faerie fire, feather step (DC 16), longstrider, obscuring mist
0 (at will)—create water, detect magic, light, stabilize
[D] Domain spell; Domain Desert
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 10, Wis 20, Cha 8
Base Atk +4; CMB +6; CMD 19
Feats Augment Summoning, Improved Initiative, Natural Spell, Spell Focus (conjuration)
Traits reactionary, tomb raider
Skills Fly +10, Handle Animal +8, Heal +11, Knowledge (dungeoneering) +7, Knowledge (geography) +4, Knowledge (nature) +11, Perception +20, Spellcraft +5, Survival +13
Languages Common, Druidic, Osiriani
SQ lion wild shape, lion's totem transformation, lion's totemic summons, nature bonds (druid [lion shaman] domain [desert] domain), trackless step, wild empathy +5, woodland stride
Combat Gear extend metamagic rod (lesser), reach metamagic rod (lesser), wand of cure light wounds (50 charges); Other Gear +1 hide armor, +1 throwing (wooden shields) light wooden shield, masterwork club, sling, belt of incredible dexterity +2, cloak of resistance +1, eyes of the eagle, headband of inspired wisdom +2, 1,050 gp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Druid (Lion Shaman) Domain (Desert) Granted Powers: The spirits and secrets of the endless wastes are yours to command.

Domain Spells: 1st - cloak of shade**, 2nd - shifting sand**, 3rd - cup of dust**, 4th - hallucinatory terrain, 5th -
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Heat Shimmer (8 rounds/day) (DC 18) (Su) Free, gain blur effect and dazzle foes who hit for 1 rd (Fort neg).
Lion Wild Shape (Su) Shapeshift into a lion one or more times per day.
Lion's Totem Transformation (Standard Action) (6 minutes/day) (Su) At 2nd level, a lion shaman may adopt an aspect of the lion while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), sense
Lion's Totemic Summons (Su) At 5th level, a lion shaman may cast summon nature’s ally as a standard action when summoning felines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability
Natural Spell You can cast spells while in Wild Shape.
Reach metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Reach Spell; Cost 1,500 gp
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Pierre Husted Sigvardsen

2014-04-29 17:05:39

Nimblanbilara "Nimble" (Wizard)
Male Elf Wizard 6
NG Medium humanoid (elf)
Init +16; Senses low-light vision; Perception +18
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 shield, +3 Dex)
hp 38 (6d6+12)
Fort +4, Ref +6, Will +7
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft., shift
Melee silver dagger +1 (1d4-3/19-20)
Ranged sling +2 (1d4-2)
Wizard Spells Prepared (CL 6th; concentration +12):
3rd—haste, spiked pit (2, DC 20), stinking cloud [S] (DC 20)
2nd—blur, create pit (DC 19), glitterdust [S] (DC 19), invisibility, levitate, rope trick
1st—enlarge person (DC 17), grease (DC 18), mage armor [S], magic missile, mount, vanish
0 (at will)—detect magic, prestidigitation (DC 16), read magic, spark (DC 16)
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 12, Int 23, Wis 12, Cha 8
Base Atk +3; CMB +1; CMD 14
Feats Breadth of Experience, Combat Casting, Improved Initiative, Reach Spell, Run, Spell Focus (conjuration)
Traits tomb raider, warrior of old
Skills Appraise +10, Fly +7, Knowledge (arcana) +18, Knowledge (dungeoneering) +18 (+20 to navigate underground), Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +17, Knowledge (nobility) +8, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +15, Perception +18, Ride +7, Sense Motive +3, Spellcraft +16 (+18 to determine the properties of a magic item), Use Magic Device +0
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Infernal, Kelish, Osiriani, Osiriani, Ancient, Polyglot, Shadowtongue, Sylvan, Terran
SQ arcane bonds (arcane bond [familiar]), elven magic, opposition schools (abjuration, enchantment), specialized schools (teleportation), summoner's charm
Combat Gear extend metamagic rod (lesser), reach metamagic rod (lesser), scroll of comprehend languages, scroll of endure elements, wand of cure light wounds (50 charges), caltrops (2); Other Gear throwing (metal shields) mithral light steel shield, silver dagger, sling, belt of incredible dexterity +2, cloak of resistance +1, eyes of the eagle, headband of vast intelligence +2, ioun stone (dusty rose prism, cracked), ioun stone (mossy disk, cracked), ioun stone (scarlet and blue sphere, cracked), a - penge brugt på at lære og skrive spells. beregning under personal. (worth 1,465 gp), bedroll, belt pouch, blanket, winter, compass, ink, black, inkpen, parchment (5), sack, sack, scroll case, string or twine, 284 gp, 9 cp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Reach metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Reach Spell; Cost 1,500 gp
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Run (Fleet-Footed) Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scroll of comprehend languages Add this item to create a scroll with spells on it.
Scroll of endure elements Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (15') (9/day) (Sp) Short-range teleport
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+3 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
--------------------
Udøde er ikke noget at frygte. De er blot ærede forfædres rastløse ånder.


---------------------------------

Herunder:

KOMMENDE FEATS
SPELLS COST
GUIDES LINKS

---------------------------------

---------------------------------
---------------------------------

KOMMENDE FEATS

Nimble Moves (move 5 first feet in difficult terrain)
Acrobatic Step (move 20 first feet; kræver Nimble Moves)
Extend Spell (double duration, +1 spelllevel)
Combat Casting (+4 to cast defensively)
Reach Spell (one range cat. up per +1 spelllevel)
Improved familiar

---------------------------------
---------------------------------

SPELLS COST

Antal spells i spellbook
10 stk 1st
12 stk 2nd
7 stk 3rd

Lært ved levels
1st: 3 + 5 (int mod)
2nd: 2 stk 1st
3rd: 2 stk 2nd
4th: 2 stk 2nd
5th: 2 stk 3rd
5th: 2 stk 3rd
Ialt: 10 stk 1st, 4 stk 2nd, 4 stk 3rd

Buying new spells
(Halv cost af Spell Writing - ifølge PFS FAQ)
8 stk 2nd = 8 * 20 = 160 gp
3 stk 3rd = 3 * 45 = 135 gp
Ialt 295 gp

Spell Writing
(Dem man starter med skal der ikke betales for)
2 stk 1st = 2 * 10 = 20 gp
12 stk 2nd = 12 * 40 = 480 gp
7 stk 3rd = 7 * 90 = 670 gp
Ialt 1.170 gp

--

Ialt 1.465 gp

---------------------------------
---------------------------------

Jonathan

2014-04-30 14:38:28

Salvador Navarosa (Gunslinger1/Cleric5)
Taldor Faction.
Male Human Gunslinger1/Cleric5
CG Medium Humanoid (Human)
Init+2; Perception +9
--------------
Defense
--------------
AC23, touch 13, FF 21 (+2 Shield, +2 Dex, +1 Deflection, +1 Natural Armor, +7 Breastplate)
HP52
Fort+10 Ref+6 Will+8
--------------
Speed 30ft
MeleeRapier +1 (1d6+1)
RangedDouble-Barreled Pistol +1 (1d8+1-2)
Cleric Spells Prepared(CL 5th)
3rd - Daybreak Arrow, Fly, Resist Energy (Communal)
2nd - Aid, Align Weapon, Protection from Evil (Communal)
1st - Bless, Comprehend Languages, Protection from Evil, Sanctuary
0 - Detect Poison, Light, Resistance, Purify Food & Drink.
--------------
Statistics
-------------
Str 10, Dex 14, Con 14, Int 10, Wis 16, Cha 14.
BAB+4 CMB+4 CMD+17
Feats Point-Blank Shot, Precise Shot, Selective Channeling, Rapid Reload (Double-Barreled Pistol)
Traits Killer, Fortified Drinker
Skills Diplomacy +11, Bluff +6, Heal +8.
Languages Common
Combat Gear Breastplate +1, Rapier +1, Buckler +1, Cloak of Resistance +1, Belt of M. Constitution +2, Ring of Protection +1, Double-Barreled Pistol +1, Amulet of N. Armor +1, 50 Alchemical Cartridges.
---------------
Special Abilities
---------------
Dazing Touch
Agile Feet
Gunsmith
Grit
Channel Positive Energy
Deeds
Cleric Domains; Travel & Charm
---------------

"You have to sin to repent, no?"

http://shop.d20pfsrd.com/collections/fat-goblin-games/

Pierre Husted Sigvardsen

2014-05-07 16:10:01



[size=17pt] LEVEL 7
[/size]


Pierre Husted Sigvardsen

2014-05-07 16:11:17

Nimblanbilara "Nimble"
Female Elf Wizard 7
NG Medium humanoid (elf)
Init +16; Senses low-light vision; Perception +19
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 shield, +3 Dex)
hp 44 (7d6+14)
Fort +4, Ref +6, Will +7
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft., shift
Melee silver dagger +1 (1d4-3/19-20)
Ranged sling +2 (1d4-2)
Wizard Spells Prepared (CL 7th; concentration +13):
4th—acid pit (DC 21), black tentacles [S], summon monster iv
3rd—haste, spiked pit (DC 20), stinking cloud [S] (DC 20), summon monster iii
2nd—blur, create pit (DC 19), glitterdust [S] (DC 19), invisibility, levitate, rope trick
1st—comprehend languages, enlarge person (DC 17), expeditious excavation (DC 17), grease (DC 18), mage armor [S], mount, vanish
0 (at will)—acid splash, detect magic, prestidigitation (DC 16), read magic
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 12, Int 23, Wis 12, Cha 8
Base Atk +3; CMB +1; CMD 14
Feats Augment Summoning, Breadth of Experience, Combat Casting, Improved Initiative, Reach Spell, Run, Spell Focus (conjuration)
Traits tomb raider, warrior of old
Skills Appraise +10, Fly +7, Knowledge (arcana) +19, Knowledge (dungeoneering) +19 (+21 to navigate underground), Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +18, Knowledge (nobility) +8, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +16, Perception +19, Ride +9, Sense Motive +3, Spellcraft +17 (+19 to determine the properties of a magic item), Use Magic Device +0
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Infernal, Kelish, Orc, Osiriani, Osiriani, Ancient, Polyglot, Shadowtongue, Sylvan, Terran
SQ arcane bonds (arcane bond [familiar]), elven magic, opposition schools (abjuration, evocation), specialized schools (teleportation), summoner's charm
Combat Gear extend metamagic rod (lesser), pearl of power (1st level), pearl of power (2nd level), reach metamagic rod (lesser), scroll of comprehend languages, scroll of endure elements, wand of cure light wounds (50 charges), caltrops (2); Other Gear throwing (metal shields) mithral light steel shield, silver dagger, sling, belt of incredible dexterity +2, cloak of resistance +1, eyes of the eagle, headband of vast intelligence +2, ioun stone (dusty rose prism, cracked), ioun stone (mossy disk, cracked), ioun stone (scarlet and blue sphere, cracked), a - penge brugt på at lære og skrive spells. beregning under personal. (worth 1,120 gp), bedroll, belt pouch, blanket, winter, compass, ink, black, inkpen, parchment (5), sack, sack, scroll case, string or twine, 2,947 gp, 9 cp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Reach metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Reach Spell; Cost 1,500 gp
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Run (Fleet-Footed) Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scroll of comprehend languages Add this item to create a scroll with spells on it.
Scroll of endure elements Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (15') (9/day) (Sp) Short-range teleport
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+3 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
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Udøde er ikke noget at frygte. De er blot ærede forfædres rastløse ånder.


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Herunder:

KOMMENDE FEATS
SPELLS COST
GUIDES LINKS

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KOMMENDE FEATS

Nimble Moves (move 5 first feet in difficult terrain)
Acrobatic Step (move 20 first feet; kræver Nimble Moves)
Extend Spell (double duration, +1 spelllevel)
Combat Casting (+4 to cast defensively)
Reach Spell (one range cat. up per +1 spelllevel)
Improved familiar

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SPELLS COST

Beregning flyttet til Google Doc.
https://docs.google.com/spreadsheets/d/11EQN7tbcPDZ5ytj2x33yj0q18YEoUP4_uAIMOnF3BXE/edit?usp=sharing

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GUIDES LINKS

Core+ Wizard Guide
https://docs.google.com/document/d/1dCrQZIdtOEkKUZCC_lGgucgHSghCHysg6N0pAOi1vaY/edit

A quick guide to Pathfinder sorcerers
https://docs.google.com/document/d/13MRfgZWlAakfd06JnboqbK6xNdb2Ht63dYqVg2kpGiI/edit

A quick guide to Pathfinder sorcerers spell selection
https://docs.google.com/document/d/17S3pYy0wk8uUTJ3RFaIDk5vz29WYmOXuhWiOKHO2E_M/edit

Treantmonks guide
https://docs.google.com/document/d/1xjPIOH8F8a0l74BdDF7Q23nCfZ-YX68Xr6JmmtznMw4/edit